Technologies for Creative Learning
from http://mas714.media.mit.edu/node/4
Constructionism
Required readings
Papert, S. (1980). Mindstorms: Children, Computers, and Powerful Ideas. Basic Books. (Foreword, Introduction, Chapter 1, Chapter 8)
Resnick, M. (2007). All I Really Need to Know (About Creative Thinking) I Learned (By Studying How Children Learn) in Kindergarten. Proceedings of the ACM SIGCHI conference on Creativity & Cognition, Washington, DC.
Optional readings
Papert, S. (2000). What's the big idea: Towards a pedagogy of idea power. IBM Systems Journal, vol. 39, no. 3-4.
Diversity and Pluralism
Required readings
Turkle, S., & Papert, S. (1990). Epistemological Pluralism. Signs, vol. 16, no. 1
Turkle, S. (2008). Falling for Science (Introduction). MIT Press.
Optional readings
Gardner, H. (1998). A Multiplicity of Intelligences. Scientific American.
Social Learning
Required readings
Brown, J.S., and Adler, R. (2008). Minds on Fire. Educause Review.
Monroy-Hernández, A. and Resnick, M. (2008). Empowering kids to create and share programmable media, Interactions, March-April 2008.
Optional readings
Fischer, G. (2004). Social Creativity: Turning Barriers into Opportunities for Collaborative Design. Proceedings of the Participatory Design Conference
New Media Literacy
Required readings
Jenkins, H. et al. (2006). Confronting the Challenges of Participatory Culture: Media Education for the 21st Century. MacArthur Foundation.
Optional readings
diSessa, A. (2000). Changing Minds: Computers, Learning, and Literacy (Chapter 1). MIT Press.
Resnick, M. (2001). Closing the Fluency Gap. Communications of the ACM, vol. 44, no. 3.
Kay, A. (1991). Computers, Networks, and Education. Scientific American, September 1991, pp. 138-148.
Programming for Everyone
Required readings
Kelleher, C. and Pausch, R. (2007). Using Storytelling to Motivate Programming. Communications of the ACM, vol. 50 no. 7, pp. 58-64.
Perlin, K., Flanagan, M., and Hollingshead, A. (2005). The Rapunsel Project. In G. Subsol (Ed.), Virtual Storytelling, pp. 251-259. Springer Berlin.
Optional readings
Kelleher,C. and Pausch, R. (2005). Lowering the barriers to programming: A taxonomy of programming environments and languages for novice programmers. ACM Computing Surveys, vol. 37 no. 2, pp. 83-137.
Tangible Learning
Required readings
Eisenberg, M. (2003). Mindstuff: Educational Technology Beyond the Computer. Convergence.
Resnick, M. (2006). Computer as Paintbrush: Technology, Play, and the Creative Society. Play = Learning: How play motivates and enhances children's cognitive and social-emotional growth. Oxford University Press.
Optional readings
Resnick, M., Martin, F., Berg, R., Borovoy, R., Colella, V., Kramer, K., and Silverman, B. (1998). Digital Manipulatives: New Toys to Think With. Proceedings of the CHI '98 conference, pp. 281-287.
Games and Learning
Required readings
Gee, J. P. (2003). What Video Games Have to Teach Us About Learning and Literacy (Chapter 1, Chapter 2).
Zimmerman, E. (2008). Gaming Literacy: Game Design as a Model for Literacy in the 21st Century.
Optional readings
Fortugno, N., & Zimmerman, E. (2005). Learning to Play to Learn: Lessons in Educational Game Design.
Salen, K. (2007). Gaming Literacies: A Game Design Study in Action. Journal of Educational Multimedia and Hypermedia, vol. 16, no. 3, pp. 301-322.
Kafai, Y. B. (2006). Playing and making games for learning: Instructionist and constructionist perspectives for game studies. Games and Culture, 1(1), 36-40.
1-to-1 Learning
Required readings
Cavallo, D. (2008). Learning Vision. OLPC wiki.
Kozma, R. (2007). One Laptop Per Child and Education Reform. OLPC News.
Optional readings
Kozma, R. (2007). OLPC and Policy Recommendations. OLPC News.
George Lucas Educational Foundation (2006). The Maine Idea: A Computer for Every Lap.
Supporting the Learning Process
Required readings
Brown, J.S., Collins, A., and Duguid, P. (1989). Situated cognition and the culture of learning. Educational Researcher, vol. 18, no. 1.
Optional readings
Duckworth, E. (1987). The Having of Wonderful Ideas (Chapter 1). Teachers College Press.
Dewey, J. (1938). Experience and Education.
Activity
Create some support materials to help someone learn Scratch. You can use any media that you want (text, graphics, video, Scratch itself, etc.).
No Friday speaker
Broadening Participation
Required readings
Rusk, N., Resnick, M., and Cooke, S. (in press). Origins and Guiding Principles of the Computer Clubhouse. In Kafai, Y., Peppler, K., & Chapman, R. (eds.), The Computer Clubhouse: Constructionism and Creativity in Youth Communities. Teachers College Press.
Optional readings
Narayanan, G. (2007). A Dangerous But Powerful Idea: Counter Acceleration and Speed with Slowness and Wholeness.
Kafai, Y., Peppler, K., & Chin, G. (2007). High Tech Programmers in Low Income Communities: Creating a Computer Culture in a Community Technology Center. In C. Steinfeld, B. Pentland, M. Ackermann, & N. Contractor (Eds.), Proceedings of the Third International Conference on Communities and Technology (pp. 545-562). Springer.
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